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Published by capacapeo, 2020-03-05 13:45:00

Expanse (2019) (1)

Expanse (2019) (1)

Roleplaying Game To Sleep, Perchance to Dream

9 10 HERCULINA
6 STATION

8

7 6 meters
6

4 5 4
2 Second ship
1. Primary Airlock 3 located in other
2. Unloading 1 docking area.
3. Passage to
249
Secondary Airloc
4. Dorms
5. Dining /Entertainment
6. Storage
7. Security
8. Lab
9. Power Room
10. Elevator

To Sleep, Perchance to Dream Roleplaying Game

POWER ROOM

This room houses Herculina’s reactor and support equipment. The reactor provides all of the station’s power needs, and
access to the power room is restricted to authorized personnel only (TN 13 Intelligence (Technology) test to override those
lock-outs). Characters with access to the reactor can shut it down in a few minutes with a TN 11 Intelligence (Engineering)
test, but only if they have the Engineering or Technology focuses. This puts the station on emergency battery power until the
reactor is reactivated. Shutting down the reactor does not stop the self-destruct sequence, if it has been activated.

CORPORATE OVERSEER THE LAB

ABILITIES (FOCUSES) The lab is the real heart of the nasty business being conducted on Herculina.
Read or paraphrase the following to the players when they enter the lab:
Accuracy 1, Communication 3 (Deception, Leadership),
Constitution 0, Dexterity 2, Fighting 0, The room beyond hums and beeps with the sound of electronics and
Intelligence 2 (Business, Technology), the air has an antiseptic scent. The room is filled with high end medical
Perception 2, Strength 0, Willpower 3 and scientific equipment. Computer monitors displaying data and moni-
toring life signs line the walls as several people walk around, making
SPEED FORTUNE DEFENSE AR + TOU notes on their personal terminals. In the center of the room, there are
12 10 10 0 several large tables covered in vials and beakers and hand terminals.
At the far end are four upright, sarcophagus-like boxes or tubes. Four of
WEAPON ATTACK ROLL DAMAGE them appear lifeless: the glass “faceplates” on the front are dark. Two
Pistol +1 2d6+2 appear to be illuminated from within, and variety of indicator lights blink
mysteriously on the sides, but the glass is frosted or misted over.
SPECIAL FEATURES
A clear window fills almost the entire wall to the left. On the other
Talents: Oratory (Expert) side is what appears to be an operating theater. There are three metal
Equipment: keycard for all doors on the station, pistol operating tables in the center of the room. Two of them are currently
occupied, and several people in medical scrubs hover about them. One
Threat: Minor subject is clearly dead, the brain having been removed. The other is very
much alive and restrained on the table. Tubes from an IV and sensors
SCIENTISTS are connected to various parts of the person’s anatomy, and the mouth
is covered in a respirator. One of the doctors is drilling a hole into the
ABILITIES (FOCUSES) side of the individual’s head as his eyes dart around in terror.

Accuracy 0, Communication 0,
Constitution 2, Dexterity 2 , Fighting 0,
Intelligence 3 (Biology, Medicine, Technology),
Perception 2, Strength 0, Willpower 3 (Courage)

SPEED FORTUNE DEFENSE AR + TOU
12 5 10 0

WEAPON ATTACK ROLL DAMAGE There are a total of seven doctors and scientists in the room. There are
Knife +0 1d6 four more that are currently asleep or resting in their rooms. Dreik is also here
+0 1d6-1 when the characters arrive. Dreik immediately tries to contact security or keep
Makeshift Weapon the characters talking until security arrives.

SPECIAL FEATURES “The procedure”

Talents: Expertise (choose one Intelligence focus, Expert)

Equipment: weak makeshift weapon (random medical imple-
ment), some have knives

Threat: Minor All of the research team, except Dr. Cerri, have undergone a medical proce-

dure that has altered structural elements of the brain. These alterations

create a deep sociopathy amongst the researchers, granting them extreme abilities to focus on results-oriented research

while freeing them of moral or ethical constraints. This also makes all of the scientists prone to violent outbursts if they

are disturbed while working. The GM can feel free to play this out however they wish, but none of them are interested in

leaving and get agitated, angry, or even violent if anyone interrupts their work. If Dreik orders them, they grab medical

implements and attack as a frothing, angry mob.

Dr. Bragenholm

Having undergone the procedure more recently, Dr. Bragenholm is a little more level-headed (she does not join the mob-
like attack) and tries to conceal the effect. Then she attempts to sabotage the rescue attempt at the earliest opportunity.
She might grab a fallen security guard’s gun and attempt to shoot Dr. Cerri or even trigger the self-destruct sequence for
the station. The only way to get her off the ship is to render her unconscious and carry her. Anyone interacting with her
can attempt a TN 11 Perception (Empathy or Intuition) test to realize that she isn’t behaving normally. If she is the NPC
that has a connection with one of the characters, that character gets a +3 to the test.

250

Roleplaying Game To Sleep, Perchance to Dream

SCENE 4 Action Encounter

Escape from Herculina Station

The difficulty of escaping depends largely upon the actions taken earlier by the characters and whether they are racing
against time to get off the station. Several possibilities are outlined here.

RUN FOR YOUR LIVES

If the station alarm has been tripped and there are still living security guards, they may have a running gun battle to get back
to their ship. If the security station is still intact, Venture Security can remotely lock any of the doors in the station. They can
also trigger the self-destruction of the station. Once the self-destruct has been activated it cannot be turned off, and the
fusion reactor that powers the station explodes, destroying the entire base. The GM can set the timing for the self-destruct
sequence for the best dramatic effect. The characters should have enough time to get off the station, but just barely.

THE OTHER SHIP

A small freighter is docked in the station. If for some reason the characters can’t get to their own ship in time, they can escape
using this ship. Use the Small Freighter from Chapter 6 with the addition of a Weapon System Quality: one torpedo tube.
If the self-destruct has been triggered, any surviving Vector Security guards try to get to the freighter, too. If the characters
don’t have their own ship and came to the station on a borrowed ship, they can also steal this one and claim it as “salvage.”

A CHASE IN SPACE

If the characters escape in their own ship, you can add a little more excitement to the scene by having the freighter docked
at the station pursue them. See Chases in Chapter 5 for details and Space Combat in Chapter 6 if the crew decides to
make a fight of it.

Conclusion

Assuming they bring back both scientists, the characters are paid in full. If Dr. Bragenholm is killed, the payment might be
slightly reduced. The characters have gained a powerful ally in the form of the Mormon Church, but they have made an
enemy of Sebastian Pope, whose dream of reaching the stars may yet come true.

251

Index Roleplaying Game

252 INDEX

A Bane of the Belt (honorific)...218 Defense...............................43, 90 Fixing (interlude)...................... 110 Initiative....................................... 83
Bargaining (focus).................... 47 Dehydration............................ 206 Focus Requirements................. 15 Initiative (focus)......................... 47
Abilities............................... 25–26 Basic Assistance......................152 Deimos.......................................164 Food............................................. 80 Injured (condition)....................22
Determining............................ 26 Battleship...................................129 Demolitions (focus).................. 47 Form-fitting Suit........................ 78 Injuries......................................... 88
Options..................................... 26 Belter Creole............................172 Description................................. 44 Fortune............. 17, 17–20, 43, 88 Inspire (talent)............................ 53
Belters.............................. 166–169 Destined for Greatness Fragile (flaw).......................67, 124 Intelligence (ability)..................25
Ability Focuses....26–27, 46–48 Belter Sign Language.............172 Free-fall (focus)......................... 47 Interactions..................... 104–105
Accuracy........................... 27, 47 Belt, the....................145, 166–172 (honorific)...............................218 Free Falling (condition)...........22 Interludes.................... 23, 108–111
Communication............... 27, 47 Bohemian (background).......... 31 Destroyer...................................127 Freighter....................................127
Constitution...................... 27, 47 Bounty Hunter......................... 210 Dexterity (ability).......................25 Freighter, Large........................129 Activities.......................... 109–111
Dexterity............................ 27, 47 Bows (focus).............................. 47 Dhanbad Nova.........................163 Freighter, Medium...................128 Priorities....................................111
Fighting............................. 27, 47 Brachistochrone Dilettante (profession)............. 35 Freighter, Small........................126 VS. Encounters..................... 109
Intelligence................27, 47–48 Disguise (focus)......................... 47 Frigate........................................126 Intimidation (focus)................... 48
Perception........................ 27, 48 Trajectories.............................115 Doctor (talent)..................... 51–52 Fringer (talent)...........................52 Intrigue (talent).......................... 53
Strength............................. 27, 48 Brawler (profession)................. 35 Drama Die................................... 16 Intuition (focus).......................... 48
Unusual.................................... 48 Brawling (focus)........................ 47 Draper, Roberta “Bobbie”.... 165 G Investigation (focus)................. 47
Willpower.......................... 27, 48 Breathers.................................... 89 Drinks.......................................... 80 Investigations................. 100–103
Builder (drive)............................ 39 Drive.................................... 38–40 Gambling (focus)....................... 47 Detailed................................... 101
Ability Tests........15–20, 183–188 Burglary (talent).........................50 Driving (focus)........................... 47 Game Master Fiat....................188 Focuses.................................. 102
Advanced........................ 19, 185 Burton, Amos............................154 Drones................................... 70–71 Gang Boss........................ 210–211 Simple..................................... 100
Basic................................. 18, 184 Business (focus)........................ 47 Drone, small............................... 78 Ganymede........................ 174–176 Stunts............................. 102–103
Challenge....................... 20, 186 Drop Ship...................................125 Goals............................................ 43 Investigator (profession)......... 36
Difficulty..................................184 C Dual Weapon Style (talent).....52 Good Juice (quality)................122 Investigator (specialization).... 62
Making....................................... 15 Durable (quality)........................66 Grand Gesture, the................ 105 Io..................................................176
Opposed.......................... 18, 185 Callisto........................................ 174 Dying (condition)........................ 21 Grapplers...................................132
Secret.......................................188 Caregiver (drive)....................... 39 Grappling (focus)...................... 47 J
Types.......................................... 17 Carousing (talent).....................50 E Grappling Style (talent)...........52
Ceres.................................. 170–171 Gravity...................................... 205 Jovian System................. 173–176
Academic (background).......... 31 Champion Athlete (honorific).....218 Earth.................................. 149–155 Grenade...................................... 78 Judge (drive).............................. 39
Academic (specialization).......59 Charge (action).......................... 85 and the System.................... 155 Grenades.................................... 75 Juice, the.................................... 82
Acceleration.................. 204–205 Charon....................................... 180 Military.................................... 150 Guard Up (action)..................... 85 Jumping (focus)......................... 48
Accuracy (ability).......................25 Chases................................ 92–94 Society........................... 152–153 Gunfighter (specialization)...... 61 Jupiter........................................ 174
Ace (specialization).......... 59–60 Urban Centers............. 153–155 Gunnery (focus)......................... 47
Achiever (drive)......................... 38 Planning............................93–94 K
Acrobatics (focus)..................... 47 Resolving................................. 94 Ecstatic (drive)........................... 39 H
Action Time........................ 22–23 Tests.......................................... 92 Effective (quality)......................66 Kamal, Alex................................161
Activate (action)........................ 85 Tracking.................................... 92 Empathy (focus)........................ 48 Hacker (specialization)..... 61–62 Know-It-All (talent).............53–54
Advanced Sensor Churn, the........................ 189–190 Encounters................................. 23 Hacking (talent)......................... 53 Knowledge (talent)................... 54
and Firearms............................ 91 Handling...........................183–184
Package (quality)..................122 Clergy (profession)................... 35 Action..........................23, 83–97 Hand Terminal.............67–68, 78 L
Advancement............................ 45 Climbing (focus)........................ 48 Exploration..............23, 98–103 Hangar Bay (quality)...............122
Advancement (interlude)...... 109 Close Heavy Weapon.............. 78 Social...................... 23, 103–107 Hard Burns.................................115 Laborer (background).............. 33
Adventures...................... 193–195 Close Light Weapon................ 78 Engineering (focus).................. 47 Hazards..........99–100, 204–207 Law (focus)................................. 47
Adversaries.................... 208–215 Collateral (loss).........................135 Environment Suit...................... 78 Heads-up Display.............. 68, 78 Leader (drive)............................ 40
Combat Drone......................... 210 Environment Suits..................... 71 Hearing (focus).......................... 48 Leadership (focus).................... 47
Creation................................ 208 Commander (profession)........ 35 Epstein Drive.................... 113, 144 Heavy Armor....................... 76, 78 Leveling Improvements.......... 45
Focuses................................. 208 Commando (specialization)......60 Equipment...... 41–42, 65–77, 78 Heavy (flaw)............................... 67 Lifestyle................................ 78–79
Improvement........................ 209 Command (talent).....................50 Access...................................... 65 Heavy Weapons (focus).......... 47
Minor....................................... 210 Communication (ability)..........25 Armor................................. 76–77 helpless (condition)..................22 Living Above Your Means... 79
Sample.......................... 210–215 Communications....................... 70 Availability............................... 65 Hidden Compartments Maintenance........................... 79
Social..................................... 209 Concept...................................... 25 Flaws..................................66–67 Life Support......................... 71–72
Threat.................................... 208 Conditions........................... 21–22 General.............................. 67–72 (quality)...................................122 Light Armor......................... 76, 78
Unusual......................... 214–215 Consequences.......................... 20 Maintenance........................... 66 High Capacity (quality)............ 73 Light (quality)............................. 67
Affluent (talent).......................... 49 Major......................................... 20 Qualities............................66–67 High-g Maneuvering...... 132, 134 Light Weapons (focus)............. 47
Agent (specialization)..............60 Minor......................................... 20 Weapons........................... 72–75 High Maintenance (flaw)........124 Limb replacement.................... 82
Agility (talent)............................. 49 Moderate................................. 20 Eros.............................................. 171 hindered (condition)................22 Linguistics (talent)............. 54–55
Aim (action)................................ 85 Constitution (ability).................25 Etiquette (focus)........................ 47 History...............................142–148 Londres Nova...........................162
All-out Attack (action).............. 85 Contacts (talent)......................... 51 Europa........................................ 174 Hohmann Transfers.................115 Long Range (quality)................ 73
Anderson Station......................171 Corporate (background)......... 32 Evaluation (focus)..................... 47 Holden, James..........................151 Losses........................................135
Apoapsis.....................................114 Cosmopolitan (background).... 32 Evasion.......................................134 Honorifics....................... 217–220 Lovell City................................. 156
Applying.............................. 88–89 Courage (focus)........................ 48 Executive (profession)............. 35 Hooligan.....................................211 Loyal (honorific)........................219
Aristocratic (background)........ 31 Cover...........................................90 Executive (specialization).60–61 Housing................................ 80–81 Lucky (honorific).......................219
Armor.............................76–77, 88 Crafting (focus).......................... 47 Exhausted (condition)............... 21 Hull (loss)...................................135 Lumbering (flaw)......................124
Flaws......................................... 76 Crashes....................................... 92 Exile (background)................... 32 Hull Plating (quality)................122 Luna...................................156–157
Qualities................................... 76 Crew Competence...................119 Expert in the Hull Total....................................135 Luxury Amenities (quality).....122
Armor Piercing (quality).......... 73 Criminal (profession)................ 35 Field (honorific).....................218
Art (focus)................................... 47 Cruiser........................................128 Expertise (talent)......................52 I M
Artist (profession)..................... 35 Cryptography (focus)............... 47 Expert (profession)................... 35
Artistry (talent)........................... 49 Current Affairs (focus)............. 47 Explorer (profession)............... 36 Iapetus........................................179 Major NPCs................................191
Assumption Clashes............. 202 Explosives............................ 75, 91 Illness........................................ 205 Maker (talent).............................55
Athlete (profession).................. 35 D Exposure.................................. 205 Impact....................................... 206 Makeshift Weapons................. 87
Attacking Objects.....................90 Expression (focus).................... 47 Impressions...............................103 Making (interlude)................... 110
Attack Roll Modifiers...............192 Damage............... 84–85, 86–89 Extremely Online (honorific).219 Impressive (quality).................. 67 Maneuverability (loss).............135
Attacks........................................ 86 Determining.....................86–87 Improved Stores (quality)......122 Maneuverable (quality)..........122
Attitudes.....................................103 Free........................................... 84 F Improvisation (talent)............... 53 Mariner Valley..........................162
Attractive (talent)......................50 Major..................................84, 85 Income.......... 41–42, 78–79, 216 Mars..........................143, 158–164
Automatic (quality)................... 73 Minor..................................84, 85 Faith (focus)................................ 48 Martial Artist
Avasarala, Chrisjen.................146 Fast (quality)...............................66 Temporary Bonuses.............216
Dead-to-Rights..........................191 Fatigued (condition).................22 Ineffective (flaw)........................ 67 (specialization)............... 62–63
B Deafened (condition)................ 21 Faulty System (flaw)................124 Information Martian Congressional
Deception (focus)..................... 47 Fighting (ability).........................25
Background........................29–34 Defend (action).......................... 85 Fixer (profession)...................... 36 Management................196–197 Republic Navy.......................164
Bad Juice (flaw)........................123 Martians........................... 158–160

Character...................... 159–160

Roleplaying Game Index

Military.................................... 160 Pistol............................................ 78 Run (action)................................ 85 Hull............................................119 Titania.........................................179
Mass.............................................113 Pistols.......................................... 74 Running (focus)......................... 47 Maintenance..........................124 Tolerance (focus)...................... 47
Mech, construction.................. 78 Pistols (focus)............................. 47 Qualities........................ 122–123 Tool Kit......................................... 78
Mechs.................................... 70–71 Pistol Style (talent).................... 57 S Sensors.......................... 120–121 Tools............................................. 72
Mech, shoulder......................... 78 Plasma Torpedoes (quality).....123 Size............................................119 Torpedoes......................... 133-134
Medical Expert Play Environment................... 196 Saboteur....................................213 Thrusters................................ 120
Play Styles........................197–199 Saturn......................................... 177 Weapons........................ 121–122 Acceleration...........................133
System (quality)....................122 Pluto........................................... 180 Saturnian System...........176–179 Space Travel......................112–118 Chases....................................133
Medicine....................... 78, 81–82 Point Defense...........................134 Scavenger (profession)........... 37 Specializations.................. 59–64 Evading...................................134
Medicine (focus)........................ 48 Point Defense Scholar (profession)................. 37 Speed.......................................... 43 Torpedo Launcher...................123
Medic (talent).............................55 Science (focus).......................... 48 Spheres of Influence...............115 Touching (focus)........................ 48
Medium Armor................... 76, 78 Cannons........................123, 132 Scouting (talent)........................ 57 Spin..............................................113 Toughness...........................43, 88
Melee attack (action)............... 85 Police Detective.......................212 Searching (focus)...................... 48 Spreading (quality)................... 73 Toxins........................................ 205
Membership................... 220–221 Police Officer.................. 212–213 Secondary Abilities.................. 43 Spy..............................................214 Tracer (quality)........................... 74
Merchant (profession)............. 36 Politician (profession).............. 37 Security (focus).......................... 48 Stamina (focus).......................... 47 Tracking (focus)......................... 48
Might (focus).............................. 48 Poor Amenities (flaw)..............124 Security Guard.........................213 Stand Firm (action)................... 85 Trade (background).................. 33
Military (background)............... 32 Poor (flaw)................................... 67 Security (profession)................ 37 Star (specialization).................. 64 Training (interlude)....................111
Minor NPCs................................191 Power Armor...............................77 Seduction (focus)...................... 47 Starvation................................ 206 Tranquilizer (quality)................. 74
Misdirection (talent).................55 Prepare (action)......................... 85 Seeing (focus)............................ 48 Stealth (focus)............................ 47 Travel Times.......................116–118
Morale.............................. 192–193 Press the Attack (action)......... 85 Self-Defense Stealth (quality).........................123 Triton.......................................... 180
Motion.................................112–113 Problem Player Types.199–202 Strength (ability)........................26 True OPA (honorific)................219
Move (action)............................. 85 Profession...........................34–38 Style (talent).....................57–58 Striking Style (talent)................ 58 Two-Handed Style (talent)...... 58
Professional (profession)........ 37 Self-Destruct Stunning Weapons................... 87 Tycho Station.............................171
N Prograde.....................................115 Stunt Attack (action)................. 85
Project Caliban Hybrid...........215 System (quality)....................123 Stunts...........................................131 U
Name........................................... 44 Prone (condition)......................22 Self-Discipline (focus).............. 48 Attitude................................... 106
Narrative Time...........................22 Protector (drive)........................ 40 Sensors (loss)...........................135 Command................................131 Unconscious (condition).........22
Natural Aptitude (honorific)...219 Protector of Innocents Series...............................224–227 General Exploration..............99 United Nations.........................143
Navigation (focus)..................... 48 General Social.......................107
Negotiator (profession)........... 36 (honorific)...............................219 Planning...................... 224–225 Grappling................................. 96 Secretary-General............... 150
Neptune.................................... 180 Protector (talent)....................... 57 Plotting.........................236–237 Gun............................................ 96 United Nations, the....... 149–150
Neptunian System.................. 180 Protomolecule................148, 207 Starting Points......................227 Infiltration................................. 99 Unregistered.............................153
Networker (drive)...................... 40 Themes........................ 225–226 Investigation..........................103 Unreliable (flaw)........................ 67
Networks............................ 69–70 Effects.....................................207 Series Frameworks..... 228–236 Melee........................................ 97 Unspoken Rules.................... 203
new Hague................................157 Origins....................................207 Beyond Canon.....................236 Membership.......................... 106 Upkeep (interlude)....................111
New York City.......................... 150 Freelancer.................. 228–229 Reputation............................. 106 Uranian System........................179
Non-Combatants................... 209 Q Military......................... 229–232 Vehicle Combat..................... 97 Uranus........................................179
Political.........................232–233 Suburban (background).......... 33 Urban (background)................. 34
O Quick Reflexes (talent)............ 57 Protomolecule............234–235 Suffocation.............................. 206
Rebellion......................233–234 Superlative Lover V
Observation (talent).................55 R Shields......................................... 76 (honorific)...............................219
Olympus Mons.........................162 Ballistic..................................... 76 Surprise.......................................191 Vac Suit....................................... 78
Oratory (talent).................. 55–56 Radiation.................................. 205 Riot............................................ 76 Survival (focus).......................... 48 Vac Suits...................................... 71
Orbit.............................................114 Rail Guns...........................123, 132 Ship’s Boat................................125 Survivalist (profession)............ 38 Vacuum.....................................207
Organ replacement.................. 82 Range.......................................... 86 Shoddy (flaw)............................. 67 Survivor (drive).......................... 40 Vehicles in Combat........... 91–92
Origin................................... 28–29 Ranged Attack (action)............ 85 Shuttle........................................125 Survivor (honorific)................ 220 Velocity.......................................113
Reactor Offline (loss)..............136 Single Weapon Style (talent).58 Swimming (focus)..................... 47 Venus..........................................157
Belter......................................... 28 Ready (action)............................ 85 Sleight of Hand (focus)............ 47 System Communication..116–117 Veteran.......................................214
Earther...................................... 29 Rebel (drive)............................... 40 Slow (flaw).................................. 67 Virtual Display........................... 78
Martian..................................... 29 Recovering (interlude)............ 110 Smelling (focus)......................... 48 T Visionary Artist (honorific).....220
Outcast (background).............. 33 Relating (interlude).................. 110 Sniper (specialization)............. 63 Visionary (drive)........................ 40
Outer Planets Relationships................ 222–223 Social Class........................ 29–30 Tactical Awareness (talent).... 58 Vomit Zombie...........................215
Alliance................. 147–148, 168 Lower Class............................. 30 Tactics (focus)............................ 48 Vulnerable Systems (flaw).....124
Outer Planets Adding....................................223 Middle Class........................... 30 Taken Out................................... 89
Governing Board..................157 Bond............................. 222–223 Outsider................................... 30 Talents................................. 49–58 W
Overwhelm Style (talent)........56 Changing...............................223 Upper Class............................ 30 Taser............................................ 74
Intensity..................................223 Social Encounters.................. 190 Tasting (focus)........................... 48 Wanted (flaw)............................124
P Reputation...................... 217–220 Socialite (profession)............... 37 Technician (profession)........... 38 Weapon Capacity............... 75, 91
Inspired....................................217 Socialite (specialization).... 63–64 Technology (focus)................... 48 Weapon Jams............................. 91
Padding................................ 76, 78 Passive....................................218 Social Maneuvers................... 105 Terminal...................................... 68 Weapon Offline (loss).............136
Parallel............................ 235–236 Personal..................................217 Software...................................... 68 The Absolute (honorific)........218 Weapons.............................. 72–75
Penetrating Damage............... 88 Supportive..............................217 Soldier........................................213 Thief (specialization)................ 64
Penitent (drive).......................... 40 Reputation (interlude)............. 110 Soldier (profession).................. 37 Throwing (focus)....................... 47 Close.................................. 72–73
Perception (ability)...................26 Research (focus)....................... 48 Space Combat................130–138 Throwing Weapon.................... 78 Qualities............................ 73–74
Performance (talent)................56 Researching (interlude)............111 Attack Damage.....................135 Thrown Weapons..................... 75 Ranged.............................. 73–74
Performing (focus).................... 47 Restrained (condition).............22 Damage Control...................136 Thrown Weapon Weapons (loss).........................135
Periapsis.....................................114 Retrograde.................................115 Defensive Actions................134 Weapon System (quality).......123
Persuasion (focus).................... 47 Rewards.......................... 216–223 Electronic Warfare................132 Style (talent)............................ 58 Willpower (ability).....................26
Pharmaceuticals................ 81–82 Income.....................................216 Example......................... 137–138 Thrust..........................................113 Working (interlude)....................111
Phoebe....................................... 177 Membership................ 220–221 Maneuvers......................131–132 Thrust Gravity............................113 Workshop................................... 78
Pilot.............................................212 Relationships............. 222–223 Weapon Attacks..........132–133 Thrust to Weight Ratio.............115 Wounded (condition)...............22
Piloting (focus)........................... 47 Reputation................... 217–220 Space Ships..................... 119–129 Thug............................................214 Wounds....................................... 88
Pilot (profession)....................... 37 Rhea................................... 176–177 Acquiring.................................124 Ties............................................... 44
Pilot (talent)................................56 Rifle.............................................. 78 Crew..........................................119 Titan............................................178
Pinpoint Accuracy (talent)...... 57 Rifles............................................ 74 Drive........................................ 120
Pirate...........................................212 Rifles (focus)............................... 47 Flaws.............................. 122–124
Rifle Style (talent)...................... 57
Rolling Over............................... 89

253

physical appearance Move Run

Name Speed Defense Toughness Armor Penalty Level
origin
Background Fortune
Social Class
Profession ❑ Armor Type ❑❑❑ Permission is granted to reproduce this page for personal use.
Drive ❑❑❑
Rating Talents & Specializations ❑❑❑
Accuracy ❑❑❑
❑ Relationships ❑❑❑
Communication ❑❑❑
Rating ❑ BLINDED Conditions ❑ RESTRAINED ❑❑❑
Constitution ❑ DEAFENED ❑ UNCONSCIOUS ❑❑❑
❑ ❑ DYING ❑ FREE-FALLING ❑ WOUNDED ❑❑❑
Dexterity ❑ EXHAUSTED ❑ HELPLESS ❑❑❑
Rating ❑ FATIGUED ❑ HINDERED Goals ❑❑❑
Fighting ❑ INJURED ❑❑❑
❑ ❑ PRONE ❑❑❑
Intelligence ❑❑❑
Rating ❑❑❑
Perception ❑❑❑
❑ ❑❑❑
Strength ❑❑❑
Rating ❑❑❑
Willpower ❑❑❑
❑ ❑❑❑
❑❑❑
Rating ❑❑❑
❑❑❑
❑ ❑❑❑
❑❑❑
Rating ❑❑❑
❑❑❑
❑ ❑❑❑
❑❑❑
Rating



Rating

Equipment

Experience Income

Weapon Attack Roll Damage Preferred Stunts

Weapon Groups

Talent name Degree Talent effect

Permission is granted to reproduce this page for personal use. Name Spaceship Statistics Drive Drive Crew
Sensors Type Type
Hull
Crew Weapons
Qualities Weapons
Flaws
Crew Role Role test

Conditions Summary

BLINDED: The character cannot see and automatically fails ability tests reliant on sight, such as HELPLESS: The character cannot take any actions.
Perception (Seeing).
HINDERED: The character’s Speed is halved (round down) and they cannot take the Charge or
DEAFENED: The character cannot hear and automatically fails ability tests reliant on hearing, such Run actions.
as Perception (Hearing).
INJURED: The character has a –1 penalty to all tests and is Fatigued, unable to take the Charge
DYING: The character loses 1 point of Constitution score each round on the start of the character’s or Run actions. An Injured character who receives an additional Injured condition becomes
turn. When the character’s Constitution score reaches –3, the character dies. Successful first Wounded.
aid applied to a Dying character stabilizes their condition, making them Helpless, Unconscious,
and Wounded instead. They must recover from these conditions normally. PRONE: The character cannot take the Charge or Run actions, as they can only move by crawling,
and standing up from Prone requires a Move action using half the character’s Speed. Melee
EXHAUSTED: The character’s Speed is halved and they cannot take the Charge or Run actions. attacks have a +1 bonus against Prone characters, while ranged attacks have a –1 penalty.
An Exhausted character who receives an additional Fatigued or Exhausted condition becomes
Helpless. RESTRAINED: The character’s Speed becomes 0 and they effectively cannot move. A Restrained
condition may prevent a character from taking certain other actions as well, defined by the
FATIGUED: The character cannot take the Charge or Run actions. A Fatigued character who nature of the restraint.
receives an additional Fatigued condition becomes Exhausted.
UNCONSCIOUS: The character is unaware of their surroundings or the passage of time. The
FREE-FALLING: A free-falling character is effectively weightless in a microgravity or free-fall envi- character falls Prone and is Helpless, unable to take any actions.
ronment. The character can only move with access to hand-holds or a surface to push off from
or some type of thrust (such as from a thruster pack) and, once moving, continues to move with WOUNDED: The character has a –2 penalty to all tests and is exhausted, their Speed halved and
the same speed and trajectory unless acted upon to stop of change their movement. unable to take the Charge or Run actions. A Wounded character who receives an additional
Injured or Wounded condition becomes Dying.

Index Churn TrackerRoleplaying Game Index

The Churn Pool 15 14 13 12
JOR CHURn
At the beginning of each adventure, the Churn Pool is 16 EPi 11
“reset,” starting at 0. Add 1 to the Churn Pool each time 17 Ma27 26 25 C CHURn 10
one of the following events occurs: OR CHURn 9
18 28 30 24
A character succeeds on an ability
test and rolls a 6 on the Drama Die

A character spends 4 or more stunt
points to perform a stunt

Fortune points are spent
to alter a die roll

The characters successfully overcome
an encounter or hazard

At the end of a scene in the adventure

When the Churn Pool reaches 10 and 20, roll 1d6 19 29 23 8
and consult the Churn Over table. 20 7
21 22
The Churn Pool then continues building. When it
reaches 30, an Epic Effect occurs automatically (no die 6
roll required) and the pool “resets” to 0 and begins Min 5
building again.
4
Churn Effects
0 1 23
MINOR: The characters face a setback, a minor
complication that makes things more difficult for them.
Examples include:

• CHALLENGE: A character automatically fails an
ability test, or has to make a second, follow-up test,
to complete a task. The crew suffers a moderate
consequence on a challenge test.

• HAZARD: A new hazard appears, or an existing
hazard increases by one level.

• INVESTIGATION: It takes an additional test or
special circumstance to unlock a clue.

• SOCIAL: An NPC’s attitude shifts one step less Churn Over
favorable or can only be maintained through extra effort from the characters.
Churn d6 Result d6 Result
MAJOR: The characters have to deal with a more serious setback, such as:
Pool 1–3 4–6
• CHALLENGE: An existing threat is increased to the next rank (normal to Elite, etc. see Chapter 13). The
crew has go through an unexpected challenge test. 10 Minor Effect No Effect

• HAZARD: A new hazard appears, or an existing hazard increases by two levels. The crew suffers a Loss to 20 Major Effect Minor Effect
their ship (see Losses under Space Combat in Chapter 6).

• INVESTIGATION: Opposing forces are alerted to the investigation and misdirect it so an additional lead or
clue must be investigated to progress.

• SOCIAL: An NPC’s attitude shifts two steps less favorable or can only be maintained by performing a difficult task. An NPC learns a secret detrimental
to the characters. The PCs make a new minor enemy.

EPIC: Things go from bad to really bad. A whole new threat enters the story, and it’s worse than whatever the crew is already dealing with. Examples
include:

• CHALLENGE: A test can only succeed at a significant price, sacrificing lives, valuable equipment, or social standing. A new Epic adversary enters the
plot, or an existing adversary is upgraded to that level.

• HAZARD: A new Murderous Hazard enters the plot, or an existing hazard is upgraded to that level.

• INVESTIGATION: The investigation leads to a trap, where characters might be ambushed, framed, or otherwise seriously harmed.

• SOCIAL: An NPC with a favorable attitude becomes Hostile or one with an unfavorable attitude becomes Very Hostile. An NPC learns a secret that
could have disastrous effects on the characters.

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